
My players are still traveling through the Underdark and are now a party of 5 Level 7 PCs. As such, the random encounters within Out of the Abyss usually don’t pose much a problem. I have started by rolling for those random encounters and just narrating the encounters since its basically guaranteed that they will win with minimal resource loss. However, I don’t want all travel to be “fast travel” and so I’ve written some of my own encounters. This encounter starts with the DM reading the following:
“You travel down a long tunnel barely 10ft wide and see the familiar glow of Faerzres or Faerzres crystals barely glowing at the end of it. Even before you reach where the glow is coming from, you feel the tunnel get uncomfortably warm and muggy. As you reach the end of the tunnel, it opens to a large cavern — you hear the sound of water gurgling and splashing — the occasional WOOSH as the water flies into the air. The cavern is filled with boiling, murky waters with several large vents protruding spraying hot water into the air. A head of you, about 30ft, is a cliff with a wooden bridge attached.”
- Ceilings are 90ft high
- Water has slow current to east – water dries up 250ft further down tunnel through cracks and evaportion.
- All water is boiling
- DC 15 CON save if in the water – 2d6 Fire damage or half on save per round
- Waterfall is difficult terrain and within 5ft of geyser is difficult terrain and disadvantage on CON save
- 10 Steam Mephit
- Hide within the steam — immune to fire damage (and thus steam)
- DC 18 WIS (Perception) to see (DC 13 for non-sight based perceptions)
- 2-3 Mephits can work simultaneously to pick a player up (Uses all 3 actions)
- Combined STR Check against Creature’s 14 STR (Athletics) or DEX (Acrobatics) to prevent
- Move at half speed while carrying
- When killed they disappear into steam and dissipate.
- All Mephits have Blur cast on themselves at the start of the fight
- Remember CON saves for concentration
- If PCs linger (to get the treasure for example), Steam Mephitis will respawn from the major steam vents after 10*1d6 minutes.
- Treasure
- Boiling waters
- DC 20 WIS (Perception) to find anything in the waters – can search once per round.
- 1 – 2200 GP
- 2 – Carnelian (50 gp)
- 3 – 3 x Chalcedony (50 gp)
- 4 – Zircon (50 gp)
- 5 – Spell Scroll (Light) (common, dmg 200)
- 6 – Potion of Climbing (common, dmg 187)
- 7 – 4 x Potion of Healing (common, dmg 187)
- 8 – Potion of Superior Healing (rare, dmg 187)
- 9 – Mage Killer’s Javelin
- 10 – Pouch of Dust of Dryness (1d6+4)
- Boiling waters
This encounter went really well and was a lot of fun. I added sound effects of impish laughter and the players were VERY surprised when a group of Mephits could work together to carry one of them and drop them into the boiling water! This may seem OP, but each Mephit has an average STR check of 7, so it works. Trust me, I wasn’t rolling too great and they only succeeded once, but the threat was enough to keep it fun.
Also note, that the gap from the broken bridge is able to be long-jumped by characters with high enough STR. My players chose to use ropes and a crude contraption created by the Artificer instead though.
Finally, the treasures can be replaced, I rolled some of them from random tables and others I just added. It is possible to get this treasure even with the Mephits. The 2d6 damage is not great, but its tankable and if you have fire resistance its definitely doable. I always like to come up with a plan to beat my own encounters to make sure they can. In this case the plan was this: The Tieflng has 61HP and Fire Resistance, So, if the rest of the players form a circle around him to defend from spawning Steam Mephits and the Druid readies healing spells, then in theory they can continue searching until all treasures are retrieved. My players didn’t both and so missed out, but its still good for the encounter.